Search found 19 matches
- Wed Feb 19, 2025 5:51 am
- Forum: Releases
- Topic: Version 2.0.34
- Replies: 45
- Views: 16915
Re: Version 2.0.34
Can't you just right click on the last ghost, rather than use control-Z (or mine the last item if you placed items directly)?
Sure, but it's slower and less precise. The guy you responded to is a former (current?) world-record holder for Factorio speedruns. He does a lot of drag-building. Being ...
- Mon Jan 13, 2025 8:35 am
- Forum: Not a bug
- Topic: [2.0.28] Items overcommitted to personal logistics sometimes cause space platforms to ignore wait conditions
- Replies: 5
- Views: 822
Re: [2.0.28] Items overcommitted to personal logistics sometimes cause space platforms to ignore wait conditions
I've been getting both versions of this bug a lot lately. The workarounds are as follows:
Never schedule upgrades for structures on other planets where you currently don't have any material and also have a personal logistics request set for that item. This can be done by disabling your personal ...
Never schedule upgrades for structures on other planets where you currently don't have any material and also have a personal logistics request set for that item. This can be done by disabling your personal ...
- Tue Jan 07, 2025 8:27 pm
- Forum: Not a bug
- Topic: [2.0.28] Items overcommitted to personal logistics sometimes cause space platforms to ignore wait conditions
- Replies: 5
- Views: 822
Re: [2.0.28] Items overcommitted to personal logistics sometimes cause space platforms to ignore wait conditions
Had another occurrence today. This time it was for a legendary railgun that got overcommitted to my personal inventory. The "Vector" ship is stuck waiting for it in the attached savegame.
- Sat Jan 04, 2025 4:38 am
- Forum: Not a bug
- Topic: [2.0.28] Items overcommitted to personal logistics sometimes cause space platforms to ignore wait conditions
- Replies: 5
- Views: 822
Re: [2.0.28] Items overcommitted to personal logistics sometimes cause space platforms to ignore wait conditions
Now this is interesting. I just had a ship get stuck like this again, but it was on Aquilo while I was on Nauvis. Either this is a separate bug, or my hypothesis about the interaction with personal logistics is wrong. I've attached a new savegame where the "Colossus" ship is once again stuck. This ...
- Fri Jan 03, 2025 7:26 pm
- Forum: Duplicates
- Topic: [2.0.28] Long space platform foundations removed en masse leave map view artifacts
- Replies: 2
- Views: 367
Re: [2.0.28] Long space platform foundations removed en masse leave map view artifacts
Confirming that this is a duplicate of https://forums.factorio.com/118405. These artifacts disappear if I build radars on my platforms and scan the old chunks. This also appears to be the reason for the building limitations (we can't build very far away on space platforms because it's considered to ...
- Fri Jan 03, 2025 4:55 pm
- Forum: Not a bug
- Topic: [2.0.28] Structure GUIs forcefully closed when items are upgraded
- Replies: 2
- Views: 351
[2.0.28] Structure GUIs forcefully closed when items are upgraded
What did you do?
1.) Use an upgrade planner to schedule an upgrade of a structure to a different quality level.
2.) Begin editing the configuration details of that structure (IE: requester chest).
3.) Begin modifying a text input field (IE: logistic request amount).
4.) Wait for the structure to ...
1.) Use an upgrade planner to schedule an upgrade of a structure to a different quality level.
2.) Begin editing the configuration details of that structure (IE: requester chest).
3.) Begin modifying a text input field (IE: logistic request amount).
4.) Wait for the structure to ...
- Fri Jan 03, 2025 4:50 pm
- Forum: Duplicates
- Topic: [2.0.28] Long space platform foundations removed en masse leave map view artifacts
- Replies: 2
- Views: 367
[2.0.28] Long space platform foundations removed en masse leave map view artifacts
What did you do?
1.) Build a very wide space platform (IE: 32-chunks wide) along a thin vertical strip (IE: 2-4 tiles tall). Note that you can't build these all at once because the game obnoxiously limits the buildable area to about 1-2 chunks beyond what's already built, so you have to babysit ...
1.) Build a very wide space platform (IE: 32-chunks wide) along a thin vertical strip (IE: 2-4 tiles tall). Note that you can't build these all at once because the game obnoxiously limits the buildable area to about 1-2 chunks beyond what's already built, so you have to babysit ...
- Fri Jan 03, 2025 4:35 pm
- Forum: Not a bug
- Topic: [2.0.28] Items overcommitted to personal logistics sometimes cause space platforms to ignore wait conditions
- Replies: 5
- Views: 822
[2.0.28] Items overcommitted to personal logistics sometimes cause space platforms to ignore wait conditions
What did you do?
1.) Have a space platform with a wait condition of "time passed" (IE: 150 seconds).
2.) Have a space platform request a scarce item (IE: epic railguns) where there's currently no availability on the planet.
3.) Also request this item in your personal inventory.
4.) Have a setup ...
1.) Have a space platform with a wait condition of "time passed" (IE: 150 seconds).
2.) Have a space platform request a scarce item (IE: epic railguns) where there's currently no availability on the planet.
3.) Also request this item in your personal inventory.
4.) Have a setup ...
- Tue Dec 03, 2024 3:57 am
- Forum: Duplicates
- Topic: [2.0.20] Bots sometimes remove modules without replacing them
- Replies: 3
- Views: 543
Re: [2.0.20] Bots sometimes remove modules without replacing them
I've verified that this bug no longer reproduces on 2.0.23 (stable branch appears to have skipped over 2.0.22). Thanks!
- Fri Nov 22, 2024 7:18 pm
- Forum: Duplicates
- Topic: [2.0.20] Bots sometimes remove modules without replacing them
- Replies: 3
- Views: 543
Re: [2.0.20] Bots sometimes remove modules without replacing them
Thanks for the report. Is it possible you could be experiencing something similar to https://forums.factorio.com/122101? Could you verify if this is fixed when we release 2.0.22?
I have several dozen empty logistics storage chests on all of the networks where this has been happening, so I don't ...
- Fri Nov 22, 2024 7:38 am
- Forum: Duplicates
- Topic: [2.0.20] Bots sometimes remove modules without replacing them
- Replies: 3
- Views: 543
[2.0.20] Bots sometimes remove modules without replacing them
What did you do?
I planned several module upgrades using remote view. The modules weren't available at the time. I left the game running overnight.
What happened?
When I came back, several of the machines where upgrades had been planned were missing modules entirely.
What did you expect to ...
I planned several module upgrades using remote view. The modules weren't available at the time. I left the game running overnight.
What happened?
When I came back, several of the machines where upgrades had been planned were missing modules entirely.
What did you expect to ...
- Fri Nov 22, 2024 6:57 am
- Forum: Assigned
- Topic: [hrusa] [2.0.11] Ghost Assembling Machines w/ Modules don't show accurate crafting speeds
- Replies: 3
- Views: 522
Re: [hrusa] [2.0.11] Ghost Assembling Machines w/ Modules don't show accurate crafting speeds
I've been finding this rather annoying when trying to design things in advance. There's no easy way to know how fast the machines will be until all the beacons, machines, and modules are present and powered on.
- Sat Oct 12, 2024 2:58 am
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 54650
Re: Friday Facts #432 - Aquilo
Current real-world military railguns have a publicly stated range of about 20km, with 300km+ ranges being theorized for plasma accelerated models.
Meanwhile, the endgame hyper-advanced railgun in Factorio's sci-fi Space Age expansion can only shoot about 40 meters? What the hell man!? I can throw ...
Meanwhile, the endgame hyper-advanced railgun in Factorio's sci-fi Space Age expansion can only shoot about 40 meters? What the hell man!? I can throw ...
- Thu Jan 04, 2018 5:19 am
- Forum: Releases
- Topic: Version 0.16.8
- Replies: 64
- Views: 36930
Re: Version 0.16.8
The barrel nerf was unnecessary and excessive.
- Sat Sep 02, 2017 3:00 am
- Forum: News
- Topic: Friday Facts #206 - Workflow optimisation
- Replies: 84
- Views: 46813
Re: Friday Facts #206 - Workflow optimisation
I'm a little behind the C++ times, but wasn't Boost included in the standard libraries in C++11/14/17? Does Factorio use an older C++ version, or were the Boost classes mentioned in this article not a part of that standards merge?
EDIT: Nevermind, I forgot this is C++ and you actually have full ...
EDIT: Nevermind, I forgot this is C++ and you actually have full ...
- Sat Aug 26, 2017 10:26 pm
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 217157
Re: [0.15.x] Fluid mechanics
I've re-read this entire post (including all of the comments) about 5 times now. I understand everything up to XKnight's "Application" section. The section starts off by describing a string of pipes/entities which is completely stable, maintaining the exact same flow rates, capacities, and pressures ...
- Fri Aug 11, 2017 9:33 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 85358
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Buffer chests sound really useful, but I'm concerned about the added complexity for new players. People already get confused by having 5 different chest types. Adding another into the mix is definitely going to perplex people. Just look earlier in this thread for examples!
I've often thought that ...
I've often thought that ...
- Wed Jun 28, 2017 9:09 am
- Forum: Energy Production
- Topic: 20GW Nuclear Reactor Design
- Replies: 15
- Views: 40093
20GW Nuclear Reactor Design
Blueprint: https://factorioprints.com/view/-Knh6UB1rtQbBtKkxb0X
Blueprint Preview (Thanks /u/demodude4u for the amazing Blueprint Bot !):
https://u.nya.is/donugg.png
It looks like everybody's got their own take on nuclear power, so here's mine. It's completely impractical for mid or even late ...
Blueprint Preview (Thanks /u/demodude4u for the amazing Blueprint Bot !):
https://u.nya.is/donugg.png
It looks like everybody's got their own take on nuclear power, so here's mine. It's completely impractical for mid or even late ...
- Wed Jun 28, 2017 7:54 am
- Forum: Show your Creations
- Topic: Need for 0.15 "finnished" savegame
- Replies: 2
- Views: 2883
Re: Need for 0.15 "finnished" savegame
Is it too late to post a game that's just the Finnish flag on lamps in the middle of a patch of concrete?